Game Design, Programming and running a one-man games business…

Campaign Repairs

I’ve been working on the future expansion/extra/dlc thing for GSB which will introduce mini campaigns, and have a slight design dilemma.

One of the main new elements of the campaign is that between battles, you can carry out drydock repairs to your surviving ships. So if a ship loses a beam laser entirely, you can entirely repair it for the next battle. Lost ships are lost, but ships at 1% can be repaired entirely, IF you have the cash/honor to do it.

So far, so good, I’ve been working on the UI for all this. However, it interferes with the way repair modules work. The idea of drydock is that you resupply everything, so repair modules are getting re-filled, and shields go back to maximum strength (assuming the shield modules survive).

The problem is, what happens to modules that were damaged slightly during battle, and the repair modules were fixing? If I let the battle run until the repair module runs out of supplies, any surviving ships will repair all of their vaguely intact modules. I can’t have a penalty for players who don’t want to sit and watch a progress bar rise after they won…

So that means that effectively, having a single repair module on a ship means all partial module damage is undone at the end of the battle, thus making repair modules more valuable than they currently are. This also gives the tribe a slight advantage, as they have frigate repair modules, and better ones anyway.

Possible solutions:

1) Deal with it. Repair modules are now more of a tactical option. Thats cool. The tribe have a bit of an advantage there, but that’s life.

2) Add supply limits to the campaign meaning supply modules aren’t available. This nerfs the tribe a bit.

3) Add some complex system, where in-battle repairs are jury-rigged temps that need to be re-done anyway at the drydock. This actually restores repair modules to be the ‘in-battle’ bonus they already are. However, they will then start doing those repairs of any un-repaired modules at the start of the next battle, which would seem very weird.

4) Add new code that automatically repairs all half-damaged modules anyway, regardless of repair modules. The lasting effect of battles is now just those modules that got totally destroyed, or ships that went bang.

Luckily I have a huge list of stuff to worry about before I need to make my mind up on this one :D

Experimenting (mercenaries?)

It’s actually quite easy to overlay colored re-skins onto some of the models in GSB. I might have to do a tutorial and release some of the photoshop files required. I found just slinging a camoflage texture onto the Imperial Centurion cruiser looked quite cool: (click to enlarge)

It’s non trivial, because you need to re-composite all the damage texture stuff together, and it’s not done in game on the fly (sadly), so you need to save out new damage, hulk and sprite textures for any color variation.
Still… it points to future (sequel?) possibilities, as well as the potential for some cool mods. I envisage a fleet of breakway ‘seperatist’ ships that differ only in their coloring. or maybe a MK II coloring for each ship. As well as being kinda fun, I think it would be nice to have different texture options for ships so that you can tell apart 2 different configrued ships without staring at the turrets. I would ultimately love a ship texture customiser / chooser / painter thingy.

For now, I’m just stroking my stubble and thinking about the possibilities…

“Stay Close, fuschia leader”

Ok, so new orders are something people often campaign for, and I like the idea of a ‘stay in attack formation” style order for fighters. So today, I went to implement that, and opened an entire canning-factory full of nematodes. I ended up re-writing the AI a bit so there is a definite concept of a fighter squadron (which I’d got by without, until now). The code gets involved, because each squadron needs a leader it can follow, and that leader needs to be re-elected in the case of the leader getting blown up, its engines shot down, caught in a tractor beam or limpet-mined. I need to test all of that works… Also I need code to assign slots in a general formation to each fighter, so they don’t bunch up too much, and look l33t when flying long distances,

I also needed to handle combinations of orders like ‘stick together’ and ‘formation’. I think they *do* need to work together, so you can have a fighter squadron sitting in formation at the rear, set to attack effectively only when their parent ship is destroyed, at which point they will then still stick together.

Of course, the big question is “is it best for the fighters to always stick together?” I suspect not, I suspect it depends if you want a bunch of general purpose dogfighters, or a coherent strike force. I like to think it’s a fine balanced decision, but only real life game testing and the eyes of a thousand GSB experts will tell. Here is a video showing how it’s looking right now:

I should probably add some suitable ‘stay in formation perkins!’ comms chatter too…

More challenge refinements

I’ve been fixing some minor bugs and issues today, and doing some businessy stuff I won’t bore you with. I’ve also been tuidying up the challenge list screen, given the new fangled details window. It now looks like this (click to enlarge)

Basically the details button replaces the old download and delete ones, the history button has moved, and there is a new column showing a challenge’s unique ID, and allowing you to sort by it, handy for finding a specific challenge if you know it’s ID, which I hope will be of use for forum discussions etc.

Feedback most welcome!

Also, GSB got a geat new review here:

http://www.games32.com/Gratuitous-Space-Battles-(PC)-Reviews/p2000_articleid/1296

Yay!

New Challenge Details Screen

This isn’t finished yet, so this is just a work in progress screenshot, click it to enlarge…

This is new challenge UI stuff. I got sick of squeezing more columns in 1024 res on the list view, so now those download and delete buttons get replaced by ‘details’ which opens this new screen for a selected challenge. All the old data is here, with room for some more, and the history of that challenge is now auto-downloaded and displayed here at the top right. You can also now see the challenge ID in the titlebar, (I’ll probably add that to the list somehow too). there are two super-exciting new things:

  • The challenges now uplaod a screenshot of their deployment, as you can see. Obviously old challenges will not have one, but new ones will. I’m very happy about this :D
  • The challenges now have a parent, because when you win a challenge, you can send your fleet back as a ‘retaliation’. These get listed like any other challenge, but if you pick one of your challenges, you can see a list of it’s retaliations on the bottom window. I don’t have a super-threading view of it all, but this is a first step.

My plan for this is that

  • Players will be able to see what a challenge looks like before downloading, which helps detect ‘spammy’ fleets for people who prefer not to play against them
  • There will be a more on-going to-and-fro between players over who has the best fleet, using retaliations.

I still have more tweaks, and a ton of testing to do, to make this work well. I’m hoping the next patch will really improve the online stuff. Ideas and feedback are most welcome, as ever.